scholarly journals PERANCANGAN ANTARMUKA ONLINE COURSE PADA PERANGKAT MOBILE MENGGUNAKAN TEORI USABILITY

2016 ◽  
Vol 12 (1) ◽  
Author(s):  
Elia Zakharia ◽  
Djoko Budiyanto Setyohadi ◽  
Y. Sigit Purnomo W. P.

E-learning model can be developed into various forms according to the context of development. All of e-learning model aims to support learning process. The main objective of this study was to design online course interface that runs in mobile device using the theory of usability ISO 9241-11 in UAJY (Universitas Atma Jaya Yogyakarta). Data was collected from 55 undergraduate students of UAJY. It is used as initial state in design process. Furthermore, online course interface design created with use case diagram that adapted to activities of HTA. Nevertheless, in the design process components of interface created by the user persona and mobile device pattern, as well as guided by MGQM, which is also adapted to the limitations of this study and the conditions in UAJY. In addition, using log data collection to handle part of MGQM, which related with time, steps, resources.

Author(s):  
Maha Khaldi ◽  
Mohamed Erradi

In this work, based on the results obtained concerning the analysis and the needs of our project which concerns the design and development of an e-Learning project management system, we present the modeling stage with UML. Based on one hand, on two diagrams: class diagram and use case diagram, for static modeling and on the other hand, based on three diagrams: activity diagram, sequence diagram, diagram transition state for dynamic modeling. Finally, we offer examples of models for our project.


2020 ◽  
Vol 5 (2) ◽  
pp. 110-120
Author(s):  
Amat Damuri

Abstrak: Perkembangan teknologi e-learning sudah sangat pesat, hal ini ditandai dengan  munculnya sejumlah perangkat lunak seperti: moodle, Atutor, LRN, Dukeos dan lain sebagainya, disisi lain adanya keterbatasan e-learning dapat menghambat kemajuan proses pembelajaran, dimana hambatan yang muncul adalah dalam mengoperasionalkan proses pembelajaran dan proses kognitif mahasiswa. Sistem e-learning adaptif dikembangkan atas asumsi bahwa model pembelajaran individual mampu memberikan hasil yang lebih baik dari pada model pembelajaran lainnya.  Digunakan Jaringan Bayesian dalam menentukan model pengguna dan dipilih Model Gaya Belajar Dunn & Dunn untuk menentukan ke-adaptif-an sebuah e-learning. Dalam pengembangan aplikasi digunakan model pengembangan perangkat lunak sequencial linear, tahap analisa digunakan Unifed Modelling Language (UML), seperti : Use Case Diagram, Activity Diagram dan Deployment Diagram, sedangkan tahap pemberian kodenya menggunakan PHP. Penentuan model pengguna dengan Jaringan Bayesian ditetapkan 4 parameter, yaitu : Persepsi kemudahan penggunaan (C1), Motivasi (C2), Sikap dalam penggunaan (C3) dan Penerimaan terhadap e-learning (C4). Hasil dari perhitungan terhadap paramater-parameter ini mengarah ke model gaya belajar Dunn & Dunn yang mendasarkan kepada kesamaan fungsionalnya. Hasil dari analisa dihasilkan 9 page dalam mendukung tercapainya e-learning adaptif ini, dimana ada 3 page utama, yaitu : page model perkuliahan berbasis teks, page model perkuliahan berbasis visual & suara dan page model perkuliahan berbasis image & teks yang dapat menjadi pilihan mahasiswa dalam belajar. Pengujian untuk sistem ini dilakukan dengan menggunakan Blackbox Testing bertipe Functional Testing.  Penelitian ini telah berhasil memodelkan e-learning adaptif dengan menentukan model pengguna menggunakan Jaringan Bayesian dan model Dunn & Dunn untuk model gaya belajar mahasiswa. Pengembangan e-learning adaptif ini perlu dilakukan penelitian lebih lanjut dengan berbagai model gaya belajar seperti : Felder Silverman atau Kolb. Kata kunci: e-learning adaptive, style learning.


2021 ◽  
Vol 18 (6) ◽  
Author(s):  
Krystyna Krzyszkowska ◽  
Maria Mavrommati

: Education authorities in Norway endorse online courses for in‑service teachers to raise education standards and to promote digital competence. Naturally, these offerings present teachers with opportunities to integrate new theoretical perspectives and their professional experience in an online learning community. The inquiry into one's professional practice, enhanced by critical reflection in a group of fellow professionals, is considered essential for a lifelong learning practitioner, however, the emerging examples of instructional design tend to prioritise content delivery rather than professional discourse. In this paper, we demonstrate how the Community of Inquiry (CoI) framework could be adopted to transform learning design, which prioritises the delivery of individual assignments, into a more collaborative learning experience. Using the CoI instructional design principles and the associated questionnaire, we have investigated student perceptions of learning via an online course and formulated recommendations about how the course design can be refined to promote learning in the community. Despite the modest evidence, this investigation can serve as an example of how a concrete learning design can be improved based on this validated e‑learning model.


Author(s):  
George Wamamu Musumba ◽  
Robert O. Oboko ◽  
Henry O. Nyongesa

Many scholars are interested in improving e-learning in order to provide easy access to educational materials. There is, however, the need to incorporate the ability to classify learners into these learning systems. Learner classification is used adaptively to provide relevant information for the various categories of learners. There is also a need for learning to continue, whether learners are on- or off-line. In many parts of the world, especially in the developing world, most people do not have reliable continuous internet connections. We tested an Adaptive e-Learning Model prototype that implements an adaptive presentation of course content under conditions of intermittent Internet connections. This prototype was tested in February 2011 on undergraduate students studying a database systems course. This study found out that it is possible to have models that can adapt to characteristics such as the learner’s level of knowledge and that it is possible for learners to be able to study under both  on- and off-line modes through adaptation.


2020 ◽  
Vol 18 (4) ◽  
pp. 31-50
Author(s):  
Vinay Vachharajani ◽  
Jyoti Pareek

The demand for higher education keeps on increasing. The invention of information technology and e-learning have, to a large extent, solved the problem of shortage of skilled and qualified teachers. But there is no guarantee that this will ensure the high quality of learning. In spite of large number of students, though the delivery of learning materials and tests to the students have become very easy by uploading the same on the web, assessment could be tedious. There is a need to develop tools and technologies for fully automated assessment. In this paper, an innovative algorithm has been proposed for matching structures of two use-case diagrams drawn by a student and an expert respectively for automatic assessment of the same. Zhang and Shasha's tree edit distance algorithm has been extended for assessing use-case diagrams. Results from 445 students' answers based on 14 different scenarios are analyzed to evaluate the performance of the proposed algorithm. No comparable study has been reported by any other diagram assessing algorithms in the research literature.


Author(s):  
Muhamad Nurkhafid ◽  
Mustagfirin Mustagfirin

Cinta Tanah Air bisa diwujudkan dengan mengenal dan mempelajari seni budaya Indonesia misalkan Pewayangan. Dari hal tersebut mengingatkan penulis pada Perkumpulan Seni Budaya dan Gedung Cagar Budaya  “Sobokartti” Kota Semarang untuk belajar mengenal Pewayangan, namun sayangnya media belajar di tempat tersebut masih sangat manual dan belum menggunakan peralatan teknologi yang memadai, kalaupun ada itu dari inisiatif peserta didik misalkan merekam suara dari seorang guru ketika sedang menerangkan. Dengan demikian perlu diterapkan media baru untuk mempermudah peserta didik dan masyarakat dalam belajar wayang. Dari kasus tersebut mendorong penulis untuk melakukan penelitian dengan membuat aplikasi. Pada proses pembuatan aplikasi penulis menggunakan metode Waterfall sebagai metode pengembangan perangkat lunak. Metode tersebut meliputi tahap Analisis, Desain, Implementasi, Verifikasi dan Maintenance. Aplikasi nantinya berjalan pada smartphone. Pembangunan aplikasi menggunakan Unity 3D dengan pemanfaatan Augmented Reality Vuforia SDK. Kemudian untuk pembuatan objek 3D menggunakan software 3Ds Max. Sedangkan pemodelanya aplikasi ini menggunakan metode UML berupa use case diagram, activity diagram, dan sequence diagram. Pada akhirnya hasil dari penelitian ini adalah dihasilkan sebuah aplikasi android yang diberi nama aplikasi ” PANDUKAWAN “ yang merupakan singkatan dari Pengenalan Pandawa dan Punakawan. Aplikasi tersebut kemudian diuji  dengan metode pengujian blackbox dan mobile device. Kata kunci: PHP Augmented Reality, Unity 3D, Vuforia SDK, Wayang, 3Ds Max


Massive Open Online Course (MOOC) has been playing an important role in the latest e-learning initiative and has obtained a widespread popularity in many universities. However, the low course completion rates of students have become an outstanding issue that should not be neglected. Based on the Expectation-Confirmation Model (ECM), this study examines the effects of students’ perceived usefulness, confirmation and satisfaction on MOOC continuance intention. Structural Equation Modeling (SEM) was used to validate the proposed model and hypotheses. Participants were 368 undergraduate students enrolled in a MOOC platform. The study’s result revealed that confirmation has significant effects on students’ perceived usefulness and satisfaction. Perceived usefulness and satisfaction have significant effects on students’ continuance intention while perceived usefulness has no significant effects on students’ satisfaction. This study will help to outspread our understanding of what influence students to continue using MOOC.


2014 ◽  
Vol 5 (1) ◽  
pp. 67
Author(s):  
Diana Laily Fithri

ABSTRAK E-learning pembelajaran perangkat lunak menggunakan model Linear Sequential/ Waterfall Model digunakan untuk mempermudah dalam mempelajari grammer bahasa inggris. Model ini merupakan model klasik yang bersifat sistematis, berurutan dalam membangun software. Didalam desain sistem dan perangkat lunak terdiri dari desain use case diagram, class diagram, sequence diagram dan perancangan menggunakan desain input dan output. E-learning Bahasa Inggris yang mampu meningkatkan kemampuan kognitif siswa adalah elerning yang mempunyai tingkat interaktifitas pengguna tinggi, yang selain menyajikan materi pembelajaran dalam bentuk file baik itu dalam format words, powerpoint, html atau PDF tapi elearning tersebut juga mempunyai nilai lebih menu yang lebih bersifat interaktif. Kata kunci: E-Learning, Interaktif, Pembelajaran.


2019 ◽  
Vol 4 (1) ◽  
pp. 96
Author(s):  
Reynoldus Andrias Sahulata ◽  
Marchel Thimoty Tombeng ◽  
Tamamengka Deifi ◽  
Tuba Inri Meilissa

A very rapid development in the mobile device not only serves as a means of telecommunications,  but also has been equipped with some of the advantages and benefits to various users Phone cell. Making Bible Dictionary Android-Based  Application is an application that is education to help advance learning activities specifically in the study of the term or meaning of words contained in the Bible. Android-Based  Application Bible Dictionary is built in a series of stages. The first phase begins with designing with the help of UML consisting of Use Case Diagram, Activity Diagram and Sequence Diagram. The next stage of designing the application view, then do make it program on Eclipse. Furthermore, the compilation and then implemented. Android-Based Application Bible Dictionary is also equipped with illustrations of the Bible. This application is expected to be utilized to generate interest in learning the users, especially in studying the Bible.


Author(s):  
Wendy Denata ◽  
Honni Honni

<p>Berdasarkan hasil analisa, ditemukan bahwa proses belajar pada PT. Mercantile Deodate saat ini masih belum terorganisir dengan baik, sehingga dirancanglah sebuah aplikasi bimbingan belajar yang dapat membantu proses pembelajaran, penyampaian informasi serta pengerjaan kuis secara <em>online</em> agar lebih membantu para murid, guru, dan orang tua dalam proses belajar mengajar. Tujuan penelitian ini adalah untuk merancang aplikasi pembelajaran, pengerjaan kuis, dan pemberian informasi perkembangan secara <em>online</em> berbasis aplikasi <em>web</em> pada PT.Mercantile Deodate agar mempermudah murid dan orang tua untuk melakukan proses belajar saat berada di bimbingan belajar serta memberikan informasi perkembangan murid. Metode penelitian yang digunakan dalam penyusunan skripsi ini adalah metode pengumpulan data melalui studi pustaka. Sedangkan metode perancangan yang digunakan adalah metode berorientasi objek yang mencakup <em>use case diagram</em>, <em>activity diagram</em> dan <em>class diagram</em>. Dengan adanya aplikasi bimbingan belajar ini dapat mempermudah proses pemberian materi pembelajaran, kuis, dan informasi perkembangan, terutama Matematika dan Bahasa Inggris lebih maksimal.<strong></strong></p>


Sign in / Sign up

Export Citation Format

Share Document